I want to spam doodads on my map, that isnt doable so i need to spawn units instead. Spawning a unit with a doodad model can still be problematic as alot more processing is done with untis than with doodads, as a doodad is nothing but a model and a footprint basically. I know you can spawn doodad actors but it doesnt recognize the footprint which is the problem.
So ya im not great with the data editor, any advice on how to go about stripping down a unit (a building) to just a footprint and model, how do i get rid of all the other stuff, specifically if you could.
Not sure i worded my question quite right. I know i cant turn a unit into a doodad, and using a doodad actor does not work because the units can walk right through them even though it says they have a foot print.
Im asking what can i do to reduce the proccessing required on a unit. For example i could remove a units animations, as the unit will always be firing a stand animation, by removing it theres no proccesing the game needs to do in terms of rendering that unit doing whatever its doing.
There are differences in the game in terms of what proccesing is done on a unit vs a doodad, some of those things are in my realm of control, others are not. I was asking for things i could do to reduce this needed processing to reduce the processing gap between the unit and a doodad.
One thing i would just like to do in the data editor is remove all the sounds, models with the exception of the one i need, actors with the exception of whatever i need and remove everything else except for the footprint. I have also thought about spawning tree actors, and then spawning an invisible unit or a unit with no model ontop of the tree actor that has a 1x1 foot print or something liek that, if that would be good.
The game is playable even without doing alot of these things, but im just trying to get performance up. Also how do u get a unit to not appear on the minimap?
I had been told so many times right off the bat by people that you couldnt spawn doodads i didnt even think to look into that. And yes you cant spawn doodads, but you can spawn an actor with a pathing blocker acting as a footprint, which is basically the exact same thing as spawning a doodad...
Thanks very much for that.
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I want to spam doodads on my map, that isnt doable so i need to spawn units instead. Spawning a unit with a doodad model can still be problematic as alot more processing is done with untis than with doodads, as a doodad is nothing but a model and a footprint basically. I know you can spawn doodad actors but it doesnt recognize the footprint which is the problem.
So ya im not great with the data editor, any advice on how to go about stripping down a unit (a building) to just a footprint and model, how do i get rid of all the other stuff, specifically if you could.
Thanks.
Impossible. You need to use a Doodad type actor.
Else just create a unit attach a unit type actor and give it a footprint but that will not solve the lag issue.
Maps like the diablo rpg and hivekeeper use triggers only to spawn the blockading units when a player is in range to see them.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Not sure i worded my question quite right. I know i cant turn a unit into a doodad, and using a doodad actor does not work because the units can walk right through them even though it says they have a foot print.
Im asking what can i do to reduce the proccessing required on a unit. For example i could remove a units animations, as the unit will always be firing a stand animation, by removing it theres no proccesing the game needs to do in terms of rendering that unit doing whatever its doing.
There are differences in the game in terms of what proccesing is done on a unit vs a doodad, some of those things are in my realm of control, others are not. I was asking for things i could do to reduce this needed processing to reduce the processing gap between the unit and a doodad.
One thing i would just like to do in the data editor is remove all the sounds, models with the exception of the one i need, actors with the exception of whatever i need and remove everything else except for the footprint. I have also thought about spawning tree actors, and then spawning an invisible unit or a unit with no model ontop of the tree actor that has a 1x1 foot print or something liek that, if that would be good.
The game is playable even without doing alot of these things, but im just trying to get performance up. Also how do u get a unit to not appear on the minimap?
Find a field "Unit->UI:Minimap radius" and set it to 0.
For the first part. Why don't you just spawn a doodad and create relevant pathing blocker unit beneath them?
@maticpl: Go
Ah, yes, it seems this works very well.
I had been told so many times right off the bat by people that you couldnt spawn doodads i didnt even think to look into that. And yes you cant spawn doodads, but you can spawn an actor with a pathing blocker acting as a footprint, which is basically the exact same thing as spawning a doodad...
Thanks very much for that.